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Q&A Round XVII - Answers Published

Posted: Fri Dec 16, 2005 6:52 pm
by lawrence
The answers to our most recent Q&A round with Nevrax are now available. In today's issue, Nevrax took the time to explain the upcoming 2nd fame system edition in greater detail. Sneak Peek:
Marjo wrote: After seeing so many questions about the Fame System second edition, I decided to make a special edition of the Q&A, as Xavier did for the outposts before.

After having prospected a certain time into various Excellent Fame Questions sources (there are enough spots on the boards to be able to dig at any time/weather/season), I could harvest about 60 q200 Questions (several questions were the same but from different lands) and then successfully crafted 12 Main Concerns (and gained a few levels in Q&A crafting). These main subjects are:

I. Fame cap
II. The undetermined status
III. Advantages of citizenship, neutrality, religion
IV. Guild halls and apartments
V. Neutrality and guilds
VI. Neutrality and PvP
VII. Kill on sight
VIII. Fame (general questions)
IX. Rites
X. Teleporting and resurrecting
XI. Knowing allegiance
XII. New fames between civilizations
Link: http://www.ryzom.com/?page=news&id=1713

Re: Q&A Round XVI - Answers Published

Posted: Fri Dec 16, 2005 7:59 pm
by riveit
How does the PvP flag effect healing other people? Does it have no effect? Or does the whole of Atys now behave similarly to the ancient lands for someone with a PvP flag on? In particular, can someone having a PvP flag on heal only PvP-on faction members and be healed only by PvP-on faction members?


P.S. Thank you for these many and detailed answers, Marjo!!

Re: Q&A Round XVI - Answers Published

Posted: Fri Dec 16, 2005 8:32 pm
by oldmess
marjo wrote:After having prospected a certain time into various Excellent Fame Questions sources (there are enough spots on the boards to be able to dig at any time/weather/season), I could harvest about 60 q200 Questions (several questions were the same but from different lands) and then successfully crafted 12 Main Concerns (and gained a few levels in Q&A crafting).
LOL. Great opening 'graph. And, much thanks for all this useful info. But I've still got a couple questions.
These main subjects are:
...
III. Advantages of citizenship, neutrality, religion
One thing that still isn't clear (and, yes, I may have just read it too fast, but I tried this time, I really did): What are the gameplay advantages to GUILD level citizenship and/or belonging to a faction? I understand the limits that exist when a guild chooses a path (i.e. it's members must make that same choice or neutral), but I don't understand why a guild wouldn't want to simply remain neutral to allow max. flexibility.

2nd question: What are the restrictions on teaming? Examples:

Assume for the sake of example that I'll be a Karavaner with PvP flag off:

* Can I team with a Kamist who's PvP flag is also off?

* Can I team with a Kamist who's PvP flag is on?

* Can I team with a Karavaner who's PvP flag is on?

If any of those are "yes", what happens if a PvP fight starts while we're out hunting? Can I at least heal my teammate or must I activate the PvP flag to do that? If I can't heal them without going PvP, how does the server know it's ok to heal them normally (does it wait for a PvP fight to start?)

Re: Q&A Round XVI - Answers Published

Posted: Fri Dec 16, 2005 8:49 pm
by kaetemi
1. So any karavan guard will kill a kamist on sight? How will a Fyros be able to enter Fairhaven then? [Submitted by kaetemi (EN)]


The Karavan guards will kill Kamists, yes. However, they will stand outside town. So, a Fyros Kami should still be able to enter a Karavan allied town such as Fairhaven, as long as his fame is not -50 with Trykers, or there is no open conflict between Fyros and Trykers.

Indeed, the guards inside towns – guards of citizenship – who protect merchants, barmen, trainers, etc., will check your fame when you are around them, to know if you are ally or enemy. Below -50 with their citizenship, you are enemy and will be killed.

A Fyros, whose fame is -50 with Tryker people, should thus not be able to enter any Tryker town. At -49 he would be safe, though.

Note: you get DP when you are killed by a guard.
Outside town.. At the entrance... So we still can't enter anyway....

Also: do we get exp when we kill a guard? (and is their damage a bit lower than their usual 30k?)

Re: Q&A Round XVI - Answers Published

Posted: Fri Dec 16, 2005 9:11 pm
by oldmess
kaetemi wrote:Outside town.. At the entrance... So we still can't enter anyway....
Looking at the capitals, you should be able to:

Fairhaven has 2 entrances. The main entrance has the TP right next to it, so it may be problematic, but there's secondary entrance that should be OK.

The Kami TP in Pyr isn't exactly hidden, but I it's not at any of the 3 entrances.

The Karavan TP in Yrkanis is nowhere near the entrances.

The Kami TP is Zora is nowhere near the entrances.


Secondary towns may be more troublesome:

Matis towns all have the TP right by the entrance.

Fyros towns can be approached from a variety of angles, so no problem avoiding the TP. Getting to those towns without the TP is the larger issue; they are in red zones after all.

Tryker towns all have the TP just outside the town, so avoiding it is just a matter of what the KoS range is, I guess.

I'm less familiar with Zorai towns except Min Cho; it's TP is off to the side, so it can be entered.


I guess the real question here is what is the range of the KoS? How close can I get to an opposing faction guard before he attacks me?

And, is it just guards that'll attack or will the "welcomer" also get hostile? I ask that because in small towns, the TP's aren't really guarded. There's just a welcomer hanging out selling tickets like candy. But the TP's in the main cities are guarded pretty heavily.

Re: Q&A Round XVI - Answers Published

Posted: Fri Dec 16, 2005 9:22 pm
by petej
kaetemi wrote:Outside town.. At the entrance... So we still can't enter anyway....

Also: do we get exp when we kill a guard? (and is their damage a bit lower than their usual 30k?)

Those are Civilisation Guards except at the Kara TP entrance -which surely is in range of anyone wishing to visit the FH Welcomer...

Hmmm does YRK Kara TP have Kara Guards or are they non-agro NPCs ? -thats right next to my GH (chosen for that reason -ease of access under old system maybe not so good with the new one lol)

Re: Q&A Round XVI - Answers Published

Posted: Fri Dec 16, 2005 11:51 pm
by ariwen
This is garbage, Ridiculous,

After all the work I did to increase all my cicivlizations to a + value in order to do rites. Now I loose them??

What fun is that for me??

Does anyone know how hard it is, and how much work is involved to get a + faction in ALL civilizations??

You know your just proving to all the poeple who left that more impossible options will be applied to this game. If this goes on Ill not have to worry about quitting playing Ryzom, youll put youreslf out of Business like Earth and Beyond did!!! Thats bad too, such a good game!!!

Re: Q&A Round XVI - Answers Published

Posted: Sat Dec 17, 2005 12:04 am
by forever
ariwen wrote:After all the work I did to increase all my cicivlizations to a + value in order to do rites. Now I loose them??
If your choose to be neutral you can still have fame of +50 in all civilizations.

Re: Q&A Round XVI - Answers Published

Posted: Sat Dec 17, 2005 12:09 am
by ariwen
forever wrote:If your choose to be neutral you can still have fame of +50 in all civilizations.

Problem I have an over 50 fame in one civilization, heh, Im so ......

Re: Q&A Round XVI - Answers Published

Posted: Sat Dec 17, 2005 12:15 am
by thlau
ariwen wrote:Problem I have an over 50 fame in one civilization, heh, Im so ......
Lucky you. I hava fame above 60 in all civilizations.